[QUOTE=Radaghast;47329052][IMG]http://i.imgur.com/95xCaVI.jpg[/IMG]
[I]Lord Merica[/I][/QUOTE]
Class recognition and all that jazz aside, you simply cannot make a coat that long for a model that doesn't have a skeleton for it.
Like full stop, even if you somehow make it look okay walking its going to shit itself and die as soon as you jump or crouch.
Low-thigh height (anything above knee) with an open front is the most you can really get away with (a la Mann of the Seven seas) since you can rig it to the upper legs and minimize bending.
[QUOTE=Radaghast;47329052][IMG]http://i.imgur.com/95xCaVI.jpg[/IMG]
[I]Lord Merica[/I][/QUOTE]
Ok, I've been looking at this for a while. I know that thing floating to the right looking like some deformed bat is meant to describe something with the clothing itself, but I seriously cannot figure out what it's trying to say. can anyone else tell me what it's supposed to mean?
[QUOTE=Lexar;47330085]Ok, I've been looking at this for a while. I know that thing floating to the right looking like some deformed bat is meant to describe something with the clothing itself, but I seriously cannot figure out what it's trying to say. can anyone else tell me what it's supposed to mean?[/QUOTE]
Sideview. The concept's not the greatest ever, nor is the item the concept is for, but is it really hard to understand the word "back" or the fact that it's positioned where sideviews usually are?
[QUOTE=Lexar;47330023]You mean as in make it way less bright?
(I assumed you meant this at least)[/QUOTE]
desaturation
[QUOTE=Metaru;47327325]if by right mean it not having a blue tint, i'm p sure the brown is neutral enough to not be an issue.[/QUOTE]
It would easy enough to make a blue-tinted version though wouldn't it?
if anyone is that bothered by such thing then yes. a small hue shift on the texture, while not being the best way, would be enough.
hey mates, been havin a really rough problem
when im in importer, everything works except whenever i click the icon to look for an smd, tf2 just crashes to desktop without any message
its reaaaaallllly annoying and im wondering if anybody's had the same prob
already tried removing mods and other non essential folders, reinstalling, verifying, restarting comp, etc
[QUOTE=BckSmthCutolo;47327283]Hey guys, long time fan, first time commenter, (great stuff on here!),
IDK if its just me, but there are some colors on some weapons that seem.........off to me. For example, IDK if its just me, but the color of the buff banner backpack just doesn't look right on a BLU soldier. IDK if someone made a skin for this where it has the right team colors (if so, link?).[IMG]http://tf2wiki.net/ww/images/thumb/0/08/Buff_Banner_Buffpack.png/118px-Buff_Banner_Buffpack.png[/IMG][/QUOTE]
I don't think the buff banner has been done, but there were mods floating around a while back that attempted to create a consistent theme between the red and blue teams, with red medal always being gold, blue metal always being silver, and respective tinted hues for both teams.
Hi I have a question about the taunt workshop.
Can I use props in which the scale control has been modified?
For example,I want to make a taunt in which the pyro plays with a mini-ambulance,but the ambulance prop is really big.
I could change the scale control so that the ambulance is smaller but will the taunt have a chance of getting in the game or will it just be automaticly rejected?
[QUOTE=Danial234;47331726]Hi I have a question about the taunt workshop.
Can I use props in which the scale control has been modified?
For example,I want to make a taunt in which the pyro plays with a mini-ambulance,but the ambulance prop is really big.
I could change the scale control so that the ambulance is smaller but will the taunt have a chance of getting in the game or will it just be automaticly rejected?[/QUOTE]
The prop would be too high poly to work with the importer anyway.
[QUOTE=Populus89;47325496]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=408113080"][IMG]https://dl.dropboxusercontent.com/u/7534716/Workshop%20Thumbs/SquatFaceThumb.jpg[/IMG][/URL]
Cheeki Breeki[/QUOTE]
show it with the voodoo cursed heavy soul
[QUOTE=Colteh;47330577]hey mates, been havin a really rough problem
when im in importer, everything works except whenever i click the icon to look for an smd, tf2 just crashes to desktop without any message
its reaaaaallllly annoying and im wondering if anybody's had the same prob
already tried removing mods and other non essential folders, reinstalling, verifying, restarting comp, etc[/QUOTE]
do you know where the importer is browsing to? let say its documents/tf2 for example. Remove every single file inside of documents/tf2. It shouldnt crash after that.
I think I've finally managed to get something that looks tf2-sh
unless someone has critique, I'm going to move onto refining my schema groups for final submission.
[IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/tools/strange_transfer/bp_trial_01.png[/IMG]
(I know I have been posting this a fair bit, but once it's done I'll finally understand how to texture to a proper standard)
[QUOTE=Lexar;47332209]I think I've finally managed to get something that looks tf2-sh
unless someone has critique, I'm going to move onto refining my schema groups for final submission.
[IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/tools/strange_transfer/bp_trial_01.png[/IMG]
(I know I have been posting this a fair bit, but once it's done I'll finally understand how to texture to a proper standard)[/QUOTE]
Looks like there are lots of smoothing errors on the clamps, and the cables could use more subdivisions to make them smoother.
Cables and plate on the right side look small and delicate compared to the rest of the thing. TF2 is a world of fat fingered people with big hands. No small parts.
[QUOTE=Killbane;47330029]Class recognition and all that jazz aside, you simply cannot make a coat that long for a model that doesn't have a skeleton for it.
Like full stop, even if you somehow make it look okay walking its going to shit itself and die as soon as you jump or crouch.
Low-thigh height (anything above knee) with an open front is the most you can really get away with (a la Mann of the Seven seas) since you can rig it to the upper legs and minimize bending.[/QUOTE]
[IMG]http://i.imgur.com/nEKTJLJ.png[/IMG]
[IMG]http://i.imgur.com/6fzsnfR.png[/IMG]
Robe version (The helmet chainmail & robe one are different)
[QUOTE=ikes;47331737]show it with the voodoo cursed heavy soul[/QUOTE]
[QUOTE][IMG]http://i.imgur.com/NQmHplH.jpg?2[/IMG][/QUOTE]
"Мама, я красивая?"
Anybody else having an issue with HLMV about it loading old materials? I'll load a cosmetic as a model and it'll be fine, but if I load the same mdl onto a player model it'll use an old vmt. It's rather frustrating.
[QUOTE=Lexar;47332209]I think I've finally managed to get something that looks tf2-sh
unless someone has critique, I'm going to move onto refining my schema groups for final submission.
[IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/tools/strange_transfer/bp_trial_01.png[/IMG]
(I know I have been posting this a fair bit, but once it's done I'll finally understand how to texture to a proper standard)[/QUOTE]
I don't understand why it has two counter rows. Is one assist and the other kills?
[QUOTE=FiveEyes;47332438]I don't understand why it has two counter rows. Is one assist and the other kills?[/QUOTE]
[url]http://facepunch.com/showthread.php?t=1446242&p=47307712#post47307712[/url]
Ohh, its just a prop for the proposed idea.
I didn't see that earlier. My mistake.
[QUOTE=BaconDaemon;47332338]"Мама, я красивая?"[/QUOTE]
Somebody got into their mother's makeup...
-nvm taunt claimed-
[QUOTE][IMG]http://i.imgur.com/gNMpb1c.jpg?1[/IMG][/QUOTE]
So, I made some sort of a concept of what I was going to do, but of course I don't know how to actually model. I wanted to know if someone could help me in modeling this or do it for me and the vast people that could want this. The reason for this is to remove the giant grey mass off his back but not break almost all the shirt items. I'd appreciate it if someone could help.
[QUOTE=BaconDaemon;47332699]So, I made some sort of a concept of what I was going to do, but of course I don't know how to actually model. I wanted to know if someone could help me in modeling this or do it for me and the vast people that could want this. The reason for this is to remove the giant grey mass off his back but not break almost all the shirt items. I'd appreciate it if someone could help.[/QUOTE]Not possible in any acceptable looking way.
[QUOTE=Flubbman;47332718]Not possible in any acceptable looking way.[/QUOTE]
Do you mean by masking the bag with a item or the idea of removing the bag by modeling it off? I made the "concept" as providing a view of what I wanted to do, which was removing the bag by ripping it off the model and modeling a strap on in the gap.
There is a submission on Gamebanana that removes the strap and bag from the Scout's model, but it conflicts with backpack items such as the boombox, skateboard, etc. Those cosmetics require a unique strap and positioning.
[QUOTE=BaconDaemon;47332880]Do you mean by masking the bag with a item or the idea of removing the bag by modeling it off? I made the "concept" as providing a view of what I wanted to do, which was removing the bag by ripping it off the model and modeling a strap on in the gap.[/QUOTE]
There is no way to remove the scout's backpack as there is no bodygroup that hides. All of his backpack items in-game are modeled around it. Your idea cannot be done as we cannot directly edit the player models.
The SFM scout model has the bodygroup the removes the entire bag including the strap, but sadly the player model scout lacks this making custom backpacks limited.
[IMG]http://i.imgur.com/TldjvAg.png[/IMG]
[IMG]http://i.imgur.com/XxMbbT4.png[/IMG]
Probably the final version
Speaking of bodygroups: Is that true that Valve wanted to add more of them (such as the glasses one for Sniper), yet when they did this, they ended up breaking the models and, because of this, they refrained from doing this?
If yes, can somebody send them a message about reusing certain bodygroups?
There was a time when the Scout's "dogtags" bodygroup removed only the dogtags themselves, leaving an empty chain on his neck; however, Valve later made it remove the chain as well. As I remember, it happened [I]after[/I] Valve refused to add new bodygroups, so this means that, while they can't add new bodygroups, they can edit the old ones, so several of them which are now obsolete can be modified to hide/show another part of the model.
Soldier's "medal" and, possibly, "rocket" bodygroups can be changed to hide one or two of the following: his boots, his sash, his belt, pouches on his belt, the part of his coat below his belt and/or finally, the collar of his coat.
The Gentle Manne's Service Medal's model can be turned into a separate one which, like other medals/badges, can be used by all classes, while the rockets can be assigned to rocket launchers, making it possible to give the launchers custom projectiles.
Medic's "backpack" bodygroup can be changed to hide: his jackboots, his pouches, his belt and/or straps, or his glasses. In addition, it can possibly be used to hide his coattails or gloves, but it may result either in harming Medic's silhouette or team colors.
The backpack can be reassigned to Medic's default Medigun, like it is done with all other mediguns.
Sniper's "arrow" and "bullets" bodygroup can be changed to hide: his shoes, his vest, his glove and/or watch, the rifle case with the strap, his pouch, or his glasses.
Again, the arrows and the pocket of darts (the one from the "bullet" bodygroup) can be assigned to be a part of the Huntsman and the Sydney Sleeper, respectively.
Spy's "mask" bodygroup can be reused to hide his shoes, his cigarette, or (possibly)his coattails.
Spy already has at least 20 different default skins, most of which are used for disguises, so at least default 2 of them can be used to make the mask invisible, allowing it to stay on the Spy all the time and being only visible when one of the "disguise skins" is turned on.
I don't see why they can't use the disguise mask mechanic as a cosmetic item that overrides everything instead of it being a body group on the player model.
Sorry, you need to Log In to post a reply to this thread.